Selasa, 26 April 2011

Tutorial

How to make make a texture in object.

Creating a successful UV map usually stems from using a variety of techniques to achieve the finish results. There are several methods available to you of unwrapping a mesh. The unwrapping option you choose will affect the currently selected faces. Bring up the UV Calculation window by pressing U while in edit mode.



  • Unwrap: Unwraps your mesh based on open edges of a mesh or predeclared seams.

  • Cube Projection: Unwraps your mesh based on a Cube Shape. Front, Back, Left, Right, Up and Down.

  • Cylinder from View: Performs and unwrapping based on a cylinder shape. Unwraps around and then projects a top and bottom.

  • Sphere from View: Performs and unwrapping based on a spherical shape. Imagine a basketball being peeled back.

  • Project from View: Sets UV coordinates based on the current view.

  • Project from View (Bounds): Same as above, only it will utilized the full texture space.

  • Reset: This will restore all UV Faces to either a Square shape or a Right Triangle depending on the face.


  • Cube Projection Example:
    Creates a UV map based on a cube projection. All of the layers are stacked on top of each other here. Left side, Right side, top, bottom, front and back. This can be handy if you using a repeating texture and you're applying it to simple square shapes like boxes or walls of a rectangular room.

    Cylinder Projection Example:
    Creates a UV map based on a Cylinder projection. Imagine a pop can being peeled apart. This option is relative to the current view. In this example, since my view show above is slightly angled, the unwrapping occurs at this same angle.
    Resetting my view and performing the Cylinder unwrap again, you can see the difference it makes on my UV Map.

    Sphere Projection Example:
    With my object's center reset to the middle of the object, imagine a line going down through the center of the object and unwrapping it like a basketball. That's what is happening with a Sphere from View unwrapping. 

    Project From View:
    This option basically takes a snap shot of my cube from the current view point and creates a UV map based on that. What you end up with in this case is the front and back faces spread out proportionally. The top, sides and bottom map are just squashed together at the top, bottom and sides of the square in the UV window.

    From current view (Bounds):
    Same as the previous option, the only difference is that it will utilize the entire UV map space when creating the UV map. 

    Unwrap (smart projections):
    Creates a UV map while doing it's best to unwrap the mesh for you. Although it creates a map that is as flat as possible, it's broken up quite a bit and there's nothing symmetrical. Some uses I see for this would be to create a quick map for the sole purpose of baking a Bump Map or ambient occlusions. Possibly, if you are simply planning on painting your object directly and need a quick map, this would work as well.

    Creating Seams:
    I suppose the main goal of creating a good UV map is getting your objects 'skin' laid out as flat and as evenly as possible so your texture will not look distorted when applied. Just do your best. One step to creating a good mesh will be creating your own seams on your model. This tells Blender where it's ok with you to split or cut the mesh apart when creating your map. To create a seam, simply select the edge(s) where you want it and press CTRL-E to bring up the Edge Specials menu. Select the first option, Mark Seams, to create a seam. The edges marked as a seam will retain an differnt color than the edges that are not seams. With my current Blender theme, my edges are marked in orange.

    Another valuable tool to use are the UV Pins. You can imagine those as actual pins that you can stick in your UV map that will hold that section in place the next time you Unwrap it. These are located in the UV window. Select UVs from the menu bar and you will see them listed. Pin - pin's the selected vertices. Unpin will remove the pins from the selected vertices. Pinned vertices are usually marked with a larger red square in the UV window.

    this tutorial able for blender 2.49

    Jumat, 15 April 2011

    Hello my guess ,"^_^ ",

    Welcome to my blog

    My blog has a good tutorial and share your experience here,if you have a hobby for make a 3D character or a film animaton 3D you can got raise your knowledge at this blog


    Enjoy! ^_^
    Design by Garvield